Combat Skills

Battle Sense : Your honed senses of the ebb and flow of battle allow you to get the drop on your foes. You receive a -2 bonus to initiative.

Blind Fighting : A player has honed their other senses so that they can effectively fight should they be stricken without sight, which is a common tactic of mages and a few others. They maintain perfect calm and balance if they lose their vision, turning to their sense of hearing and sometimes smell to detect and easily combat their foes without penalty. This holds equally true in complete darkness as well. (suffer no penalties to hit/evade %'s when blind or vision is obscured)

Combat Reflexes : You have learned how to move efficiently and gracefully while carrying enough weapons to turn you into a walking arsenal. Your maximum weapon capacity is increased by 3 hands.

Concentration: The skill allows the character to stay focused on their casting, shutting out the distractions around them and zeroing in on their target. This skill gives the character a +5% bonus to spell concentration checks, negates all modifiers for casting in unfavorable or dangerous conditions, and increases the character’s Constitution for the purposes of concentration checks by 4 points.

Deflect : You have become skilled at turning missile weapons back on their owners. Once per round, when you successfully evade a missile weapon attack, you may immediately make a ranged attack roll at -20% to hit. If you succeed, you have managed to deflect the attack back at the attacker for normal, soakable damage. He may evade this attack, but he may not Deflect it. You cannot Deflect any missile larger than an arrow or thrown handaxe. Boulders and ballista bolts are right out.

Disarm : The character has become skilled at learning maneuvers to disarm his opponents. This skill reduces the called shot penalty for attempting to disarm an opponent by 5%.

Display Weapon Prowess : Characters who have this proficiency can put on an impressive display of weapon prowess without fighting at all — swords whooshing in a blur, daggers flashing, arrows splitting melons in two. An individual must use a weapon with which he or she is already skilled. The 'show' takes at least a round, and the character must make a successful melee or ranged attack as part of the display, dealing no damage. If successful, then all opposing forces within viewing distance fight at a -5% to attack and evade due to having a 'fear' of the player’s skill. The first time the player displaying his prowess fails an attack after a successful roll on this skill is made, the effects are negated.

Dual Casting : Available to Mages, Clerics and Bards and Druids, this is the art of casting two spell or prayer simultaneously. This Artform is extremely hard to muster, and while incredibly useful - it can prove to be twice as dangerous to the user. This skill cannot be taken until level 8, and requires two slots.

* Mages often cast using their hands. Learning this spell involves splitting a mages mind into two separate entities, allowing each individual ‘mind’ to cast the spells. Often, this involves the left hand having no idea what the right hand is doing. This is complicated, and more than once has driven a magi insane.

* Bards: Playing two different songs at the same time is difficult, though not impossible. Often, bards will employ song in combination with their instruments, to pull off this feat. It’s difficult to listen to, as most songs do not mix harmoniously with one another.

* Druids and Clerics: Similar to Mages, splitting one’s mind into two separate entities to perform two separate prayers is taxing on the mind. Often, they’ll elect to speak in an entirely different language to help facilitate this method out loud, while praying mentally with their other half.

Dual Strike : Your ability to handle weapons has grown to the point where you can turn more opportunities into threatening attacks. You may make a second attack during each of your turns, at a small penalty to strike, as you cannot properly aim between blows. The second strike receives a penalty to hit based on the size of the weapon's damage die: a weapon whose die is a d6 or smaller receives no penalty, while a weapon whose die is a d7-d9 (including 2d4 and 3d3) takes -5% to hit and anything from d10 (or 2d5) and higher takes -10% to hit. These penalties are from hit cap. This skill requires 2 slots, and cannot be used with crossbows that are not hand crossbows.

Empower Spell/Prayer : A character with this skill has learned to channel greater energy when casting spells or prayers. This skill allows the player to increase the effects of a spell by 1/2. an empowered spell deals 1/2 again a much damage as normal, heals 1/2 again as much dmg, and can take on 1/2 again as many targets, etc. The player may only empower one spell per day. Appropriate rest can return the use of the skill in the same day (6-8 hours of sleep).

Guard Companion : There are some who would sacrifice their life for a friend and comrade, and those who wield this skill are definitely it. This skill enable you to automatically receive all physical damage that would be taken by a specific companion. You cannot evade these attacks, as you are intentionally taking blows for another, but if he successfully evades, you do not need to intervene. You must choose at the beginning of the round who you wish to guard, if you choose to 'Cover' a companion. Until you specify otherwise, you are guarding that companion, but you may act normally and evade attacks directed at you. You cannot cover a companion that is more than 5 feet from you. It is required that you be within 'leaping' distance to dive in and take the blows. Other actions, such as healing, speaking and equipping/unequipping items, can be done only if it will not take more than your current turn to complete the task. You are trained to ignore distractions that would pull you from your task of guarding your allies.

Hasten Spell/Prayer : The character has learned the ability to focus so precisely on one spell that, once per day, they can cast a spell/prayer immediately without awaiting the casting time. It can be any spell in their memory, but again only once per day. Casting a spell/prayer quickly has its merits, but when a spell is force cast there is a greater chance of failure. Using this combat skill when casting adds a +10% chance of failure to the spell/prayer being cast. Must be at least level 5 to select this skill.

Lightning Draw : The character has trained tirelessly to perfect the draw of their weapons, and in doing so have learned how to draw and stow items without requiring an action to do so. This skill also adds a -1 modifier to all initiative rolls.

Marksmanship : The character has surpassed a number of those in his trade of choice with projectile weapons. The marksmanship skill gives a +5% bonus to the total to hit% for ranged attacks.

Quickness : Being fleet of foot and quick witted, the character with this skill has focused their training to include that of increased evading. This skill gives a character a +5% evade to their total evade %.

Rend : With the rend skill, a character can follow through one powerful attack with another. With this skill a character who delivers a critical hit on a roll of 1 OR completely kills a creature with a hit can immediately follow through with another to attack provided there are creatures remaining. This skill is not available until Level 5 and only applies to combat with weapons, not spells or prayers.

Greater Rend : As per the above skill but allows the character to continue with follow through attacks provided the creature is killed in the hit or a crit is rolled.

EXAMPLE: Melgar is surrounded by 3 orcs. He attacks an orc, slicing it open and fells it. He follows through with another attack to an adjacent orc this time rolling a crit. Again he follows through with another attack because of the crit, felling the 2nd orc. Because the 2nd was slain by his blow he leaps at the remaining orc, delivering a hit but not killing it, to which his attacking turn is over (as he did not kill the last or roll a crit)

Greater Rend is only attainable at level 8, and the 'Rend' skill is required before this can be chosen.

Savage Combat : - Characters with this proficiency employ an extremely unorthodox and unpredictable fighting style. Savage Combat is ferocious and deadly, without any grace or discipline. It is also extremely tiring, as part of its nature is that it focuses every bit of energy a character has into the attack. The benefits are in the number of attacks the character gets and the amount of damage attacks inflict. A wild fighting character gets one more attack per round than normally entitled to, and his attacks receive +1 to damage. A character who opts to fight savagely will never use a weapon when fighting as such, instead relying on unarmed combat as they tear into their foes with fists, nails, teeth, and savage kicks. This wild, uncontrolled combat style is incompatible with such drudgery as aiming, and a Savage Combatant may not make called shots while using this combat skill. At the end of every round that the character is fighting savagely, they must make a Constitution check or be unable to attack for 1d2 rounds due to fatigue. This is an optional ability, meaning the character is not forced to fight in the manner. Instead they may either fight normally or leap at the enemy like a wolverine with a nasty disposition.

Teachings of the Ancients: By studying eldritch lore and sage writings, you have expanded your mind… and your spell selection. Gain one of the following: 3 song points, 1 cleric prayer, 3 spell levels’ worth of nature prayers, or 3 spell levels’ worth of mage spells. You may not gain any spells that you would not normally be able to take or cast.

Weapon Improvisation : With this skill, a character can make an Intelligence check to attempt to find a useful weapon in the area around him. A successful check means the character has found a usable weapon which does 1d6 damage. Modifiers can be applied depending on the character's location. The host will inform you of what item you have found.

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